Aceasta este prima mea incercare de a face un Limited review la un set. Am hotarat sa il fac in engleza pentru a avea o deschidere mai mare si a-l putea posta si pe alte forumuri. Cine are timp si chef poate sa citeasca mai ales ca oricum avem majoritatea o tema de gandire pe sambata.
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I thought about writing a set review for some time and now here’s my chance. Gatecrash will be my first attempt at writing a set review and I will focus only on Limited because Constructed is too variable between rotations and when new sets enter Standard and I think that saying a card is good now in Standard will only be true for the meta we just had but might not be true for the meta to come. Every decent card has a chance to shine in Constructed nowadays (look at Door to Nothingness, Omniscience etc.)
In my review I will use the LSV/Conley standardized grading system because I find it best fitting and because everyone is already used to it.
This is the system:
5.0: I will always play this card. Period.
4.5: I will almost always play this card, regardless of what else I get.
4.0: I will strongly consider playing this as the only card of its color.
3.5: I feel a strong pull into this card’s color.
3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)
2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)
2.0: If I’m playing this color, I usually play these. (70%)
1.5: This card will make the cut into the main deck about half the times I play this color. (50%)
1.0: I feel bad when this card is in my main deck. (30%)
0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)
0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)
As usual, I caution you to both look at the rating and read the comments, since even cards rated the same might have very different evaluations. Enjoy!
I tend to be a little less critic about most cards because as we all know, every draft format will evolve(mature) given enough time and sometimes even those cards that seem the worst at first glance might have a chance to be a good strategy.(i.e.: Spider Spawning– Triple ISD draft, Dream Twist – Triple ISD draft, Ethereal Armor – Triple RTR draft)
I’ll comment on the cards In the following order:
1. White + Orzhov (monday)
2. Blue + Simic (tuesday)
3. Black + Dimir (wednesday)
4. Red + Boros (thursday)
5. Green + Gruul + artifacts (friday)
WHITE
Aerial Maneuver
1.5 – the Swift Justice of sorts of the Set. Every set nowadays has one like this and actually they see play quite a lot. In AVR, Zealous Strike was a very good combat trick and so was Moment of Heroism in Innistrad. This will not make the deck 100% of the time, but at times, when you need that 23rd card this might be the best candidate for it. It is a decent combat trick and the fact that it gives the creature flying can act as a finisher, especially in Boros decks.
Angelic Edict
3.5 – Removal is removal whether it is expensive or not and unconditional removal might just make the cut in every white deck you will play and because it makes such a good splash it will find itself even in non-Boros, non-Orzhov decks with a Gate or two behind it. I haven’t looked yet at the entire’s set removal, but if the removal is weak then Angelic Edict will be a sought after limited card even thought is just a Sorcery Speed one. Sometimes you just have to get rid of those pesky utility, flying or unblockable guys (which we will see, are quite relevant in the set)
Angelic Skirmisher
3.5 – We don’t know the speed of this format but seeing that only Boros is truly aggressive with Gruul making a distant second such powerful rares are welcomed most of the time. If you open one of these you know you want to play white. This is its power on the player. A 4/4 Flying for 6 mana with big upside, well that’s what we call a limited bomb nowdays. Remember that its ability can be activated during each combat, not only during your own so you can actually choose vigilance while attacking and first strike while blocking on the subsequent turn. Not much to hate about this card except the double white in the cost which actually does make the card playable only in white based decks, but maybe with the release of DGM we will have 5 color draft decks everywhere and this one will be a star.
Assault Griffin
3.0 – Solid flyer that in the perfect deck can make games end quickly. I think its best place in GTC is in Boros but he can also play defense/offense in Orzhov decks at certain times. Three power flyers usually have mana cost of 4 or greater and seeing this one at only 4 and being splashable makes every drafter happy to pick it if the decision is to go the aggressive route.
Basilica Guards
2.0 – Now this card is actually an enabler. If you want to play the Orzhov deck you need to have creatures like this. It does everything you want and more. 1 / 4 stats are quite good at 3 mana and the fact that it extorts is just a bonus that can make the card a rightful finisher in the Orzhov deck. Holding down the Boros attackers is something this card does very well and if I plan on playing the long game, I will always try to find it a place in the deck.
Blind Obedience
0,5 – This card might have a place in constructed but In limited it is quite underwhelming. The impact on the board is minimum when it lands and it server little to no purpose in the Orzhov deck since it will cost you a card in the deck and can’t act as defense. This is not a limited intended card but since it’s a rare that’s really ok because we won’t see it that often in boosters.
Boros Elite
2.5 – I don’t know how to rate 1 drops in limited because they are usually so rarely useful. This one, as an attacker will most of the time have great stats and therefore I think he will make the cut in every Boros-all In deck there will be. This is noRakdos Cackler, it can block when needed and can serve as a battalion trouper as soon as turn 3 when you can have 3 creatures on the battlefield. Seeing as it’s one of the only one drops in Boros, he might just be the piece that binds Boros wining decks in the early turns of the game.
Court Street Denizen
1.5 – repeatable tap ability on a 2/2 is definitely something that will see play in limited, especially in a heavy white deck (coupled with red most of the time because the cards is offensive) but since it is a 2/2 for 3 most of the time I don’t think people will look at it in the first 1-6 picks in draft. We will have to see how many white aggressive creatures there are in the format in order to clearly upgrade or downgrade this one.
Daring Skyjek
3.0 – This one I actually see it played in all Boros decks and along Court Street Denizen when it’s possible. A 3/1 for 2 that can turn flying when you’re pushing for the win. Why yes! Although I personally don’t like games that end on the 4-5th turn of the games there are those that love that and Wizards have to please everyone. When going aggressive, this is one of the best 2 drops you can have (I’ll get to the other one when I talk Boros)
Debtor's Pulpit
3.0 – Now I know it’s an enchantment but be careful when reading it because this card can actually help you win games. It is an Orzhov card all the way and will help most Orzhov decks win by stalling forever and ever. You can always stop their biggest attacker or make way for one of yours. All for the cost of just one mana (of course, after you cast it). If I open one of these I might just try going to long game because it can be fun and I know I have a powerful piece that can help me play a long game. There’s a cycle of Enchant Lands, like in Return to Ravnica, and this one is the only Uncommon of the cycle. That is with good reason, no one would like to play against many of these. They can become a nightmare for the opposing player since it’s hard to get rid of them and they have written on them “you slowly lose the game”
Dutiful Thrull
2.0 – The Dutiful Thrull is quite Dutiful when you need him, and that’s in an Orzhov deck. Sometimes you just need that guy that can stop the early attackers. He is the best at doing that as long as the creatures of your opponents don’t have trample. It’s an early solution for Orzhov against some Boros or Gruul decks (without too many early tramplers)
Frontline Medic
3.5 – There’s no excuse to not play this card if you open it Pack1Pick1 and know that you can go the boros route. It can come in handy also if you are already building a Gruul deck and this can make a good splash . It is much better in construced regarding its second ability but in limited you will find that having indestructible attackers feels quite good.
Gideon, Champion of Justice
4.5 – In limited, planeswalkers are kings. Whether they are good or bad as cards overall, in limited you will play almost any planeswalker you get. This one is actually quite good in limited because it can grow itself enourmous with its +1 ability since stalemates are quite common in limited play. You will also have ways to protect him by using your own creatures. The ultimate is quite irrelevant but what actually matters is when you make it a creature and turn in sideways. It will almost always make your opponents block him and lose a creature because by the time you are attacking with him (be it 1 or 2 turn away after casting him) he will be Large (talking 9/9, 10/10 large).
Guardian of the Gateless
3 – This one, I feel it is quite an interesting design since it introduces the Gateless storywise, which will have a greater impact in DGM and as a card itself is nothing to scoff at. A 3/3 Flying for 5 at uncommon is good, but when you read its other abilities you realize that it is intended to be used especially in Orzhov decks and can block 4/4’s and trade with them. The fact that it can block any number of creatures can net you a turn till you find that Sweeper (I know there aren’t many but it is possible)
Guildscorn Ward
1.0 – I will call this card unplayable for now but I’m sure that with DGM it might get some love. There are just not enough multicolored creatures/cards for it to be relevant. It might be a hidden gem, but as I said, not for DGM but for the set to come where draft is DGM-GTC-RTR. Don’t play it in GTC limited.
Hold the Gates
2.0 – the number of enchantments in this set is quite big and some of them might be marginally playable but others just have that thing that makes your deck good. This one can be quite useful for Orzhov when they plan on lifedraining and attacking here and there while not leaving themselves vulnerable. Don’t get me wrong, I do believe its just an OK card, not reaching higher grounds but in the perfect Orzhov deck it might have a place as the 22nd, 23rd card.
Holy Mantle
3.5 – Holy Balloney! If this card is used right It can just easily win the game in 2-3 turns tops. With the removal announcing itself slim, this card is a legit bomb at uncommon and will drive your opponents crazy when they can’t deal with it. It’s still and aura that suffers from the same side effects of other auras but its ups are quite bigger that its down so It will se play especially in Boros decks but other strategies such as Esper will love it too since it can also Cipher something onto it and go to town.
Knight of Obligation
2.5 – Knight of Obligation is a good card. I don’t think it should have been an Uncommon since we just had a 2/4 flash vigilance common for 4 in RTR but since it seems like a key role player in Orzhov decks its appearances might have been limited just for that. The extort on it does make this card more relevant since it is also an enabler like the 1 / 4 defender common with extort and together they can stop the attacks and drain each turn for some amount.
Knight Watch
1.5 – This ain’tKnightly Valor, not close. Valor was a 4.0 common for its ability to make a huge beater while also getting material to populate. Gatecrash does not have populate and few mechanics profit from having more weenies in play, the important one being Battalion which might want something else at 5 mana then 2 2/2 vigilance knights. This one will see play but It won’t help decks to much. It is a plant for DGM-GTC-RTR draft.
Luminate Primordial
3.5 – The Primordial cycle is quite good in EDH but is also good in Limited. For 7 mana you get a huge beatstick (4/7 vigilance) and you get to remove the most important threat on the other side of the table. Be sure to first pick that and not regret it. It will not be good in Boros decks but it will shine in Orzhov decks, and since it is quite splashable at 7 mana it can be played in Naya and Esper, three-color combinations that Gatecrash will feature the majority of the time. (more on these later)
Murder Investigation
1.5 – Although it can enable some combos, this card is not what you might think it is. It’s only enchant creature you control – and it suffers from being in the color that does not have many big guys. It might be better with simic/gruul because of the bigger power among creatures but still, it wants to enable battalion but does that very poorly. Maybe it will shine but as the format is still young, it won’t see too much play.
Nav Squad Commandos
1.5 – here we have our first miss on a Battalion card. It is quite underwhelming, it costs a bit too much and the only thing that will make you want to play it in Boros is the fact that it Untaps and the end of combat so that it can block your opponents threats. Maybe I’m not reading it right but in a normal deck it will often be just Azors Elecutors or Thraben Purebloods which are good yet underwhelming cards.
Righteous Charge
1.0 – This is a reprint that fills a hole in a Boros deck. It will finish some games before they should be finished but other times ,you will just wish it was an instant so that you can save one of your creatures. In Boros-attack mode is where this card shines but it need at least a full battalion active in order to be a beating and it can be disrupted by removal especially when trying to alpha. Being a sorcery is actually relevant because the opponent will have that gap the answer properly.
Shielded Passage
0.0 – If this cards would have said “Target creature gains protection from chosen color” It would have been good. Stave off was definitely a good card but as this is I do not see myself wanting to play it and whoever does play it must have serious use for it. I can’t think of it even as a sideboard option. This I call a trap.
Smite
4.0 – Now this is more likely. A great piece of cards that will see play in many decks no matter if the are base white or just splashing for white. It’s cheap, It is effective and it requires you only to have a creature to block one of your opponents creatures. It is that simple. Of course, Flyers and Unblockables are this card’s greatest nightmares. Be careful when playing against Dimir especially to board this one out if he/she plays too many unblockable threats.
Syndic of Tithes
2.5 – I keep reading this card as Syndic of Tits but that’s an issue of accommodation with the cards name. This card feels Orzhov in flavor but believe me, it is at its best in a Boros deck. It just does what Boros wants. It is a good 2 drop and with a white mana you can just drain opponents for every cheap creature you play afterwards. Orzhov decks will most often use it as a one time blocker. Boros will get much more use from it, limited wise.
Urbis Protector
3.0 – This card is good in limited because it nets you 5 power (4 of it Flying) for just 6 mana and that having two bodies. It is a strong uncommon and can be good in either Boros or Orzhov since it activates Battalion pretty easy and can play both offense and defense pretty easy. The mana cost is what might make it be played not more than 1 per deck, although I feel that 2 of these could be quite strong. Those angels are quite a beating.
Zarichi Tiger
0.5 – What, what, the cat? This cat is marginally good in Orzhov decks but it requires a lot of mana investment for a 2/3 that can, from time to time, gain you some life. I would not play this unless I don’t have enough playables. It is just so underwhelming in both its power and toughness status and in its ability. It might be a trap card for new players since they love lifegain so much.
[RED=]ORZHOV[/RED]
Now Its time to make a little incursion with the Orzhov multicolored world where we have a few cards that are definitely interesting for limited. From what I’ve seen, Orzhov will be the most grindiest of all the guilds and will try to drain the opponent to the last bit of life he/she has and in the process of doing so it will have to slow roll the game for the opponent as much as possible. As a strategy it seems really fun and gives both players the chance to play with of the cards in the deck but I feel that the Orzhov players will have to hurry up if they plan on winning in time. The decks nature will give its players a feeling that the time is running too fast against them while the only reason behind time passing is the slow-rolling of the deck. The secret behind drafting a good Orzhov deck is to draft as many Extort cards as possible and then drain the opponents for 3-4-5 a turn while stopping his assault. In doing this you will need some key components:
A) Creatures with High Toughness with relatively low mana cost
B) Removal (both cheap and expensive)
C) Utility spells that sculpt your opponents hands (discard, library manipulation)
D) Extort Creatures (just creatures because they act both as threats/blockers and as an extort machine)
Alms Beast
3.5 – This is a good creature. It comes down as early as turn 4 and gives you a huge body that can help you stop the opposing attackers. Remember that the lifelink of the creatures it blocks or is blocked by doesn’t matter too much since you aren’t in a hurry to win the game in a few turns. You just need a way to stall. This guy is actually a stalling machine, it forces your opponent to find answers for such a big creature.
Cartel Aristocrat
2.0 – While this is a 2/2 for 2 It isn’t quite relevant for Orzhov since as I mentioned before it would require bigger toughness as much as possible. But still, it is a sacrifice outlet at will and can be useful from time to time just for that ability. I think it is best in a WRB aggressive deck that just waits to make itself known where you can steal creatures with a Threaten effect (Act of Treason) and afterwards just sacrifice the creature you stole with it. It is also good at getting through with the last 2 points of damage. Therefore, WRB aggressive might have its enabler in this creature.
Deathpact Angel
4.5 – This is a Mythic that will have a huge impact on the board once you can take use of it at full power. As long as your opponent does not have double removal over the course of a turn you will just bring the angel back again and again till your opponent concedes in frustration. It is a mythic in the right sense since it is very hard to deal it, very powerful on its own and fells fully under the flavor of great Orzhov cards.
Executioner's Swing
2,0 – This is common removal for Orzhov that is much needed. I know that it looks like that bad RTR common that was used from time to time in decks (Avenging Arrow) but this time around costs only 2 mana and fulfils a much needed role in the Orzhov deck - Keeping its owner alive for the long game. Getting hit first or letting a creature you control get hit or die is quite restrictive but If this is the best we get, we have to make it work somehow.
High Priest of Penance
4.0, – Always play this card in limited if you are Black or White base because It can and it will be a powerful spell everytime it lands on the battlefield. Your opponents will play around it, make weird attack or play their spells in a totally different order so that they can save their best cards but eventually, what this guy does is to prevent the game from finishing fast. Be careful just to play him in the Mid through late game even if you have him turn 2. Your opponents need to know that then can lose really valuable cards if they disturb the High Priest of Penance.
Kingpin's Pet
3.0 – Flying and extort on a 2/2 is very good for just 3 mana. I know I said that Orzhov does not want bears in its deck but since this one has Flying it has quite a relevant upside that can speed up the extort rate with 2 damage per turn. It is a good card and will be drafted accordingly, in the first few picks. Also, it’s nice that they mention about Kingpin from Spiderman. AMIRITE?
Merciless Eviction
4.0 – You will play this card in every Orzhov/Esper deck that you will have in limited because it does something very relevant to the board. It clears out Boros guys, Simic evolvers, Gruul beasts and Dimir rogues. It is such a good card that the fact that it costs 6 mana is not such a big drawback. It is actually pretty splashable when compared to Planar Cleansing which had a huge downside in its triple WHITE cost. The fact that it clears your guys too is relevant but if you can play your game accordingly to it being in the deck you can blow your opponent for so many cards it ain’t even funny.
One Thousand Lashes
4.0 – One Thousand Lashes has a cool name, it is firstpickable and can win games on its own given enough time. It is the bonquers of removal of this set. It is like Stab Wound and Arrest had a son that surpassed both in power. It is 4 mana, but is powerful enough to justify that cost. It might not make constructed because of that cost but It clearly shows itself in limited as one of the most potent removal spells in the format. You drain each turn, the creature Is worthless, you can count it as an enchantment for you shenanigans. Remember Sphere of Safety ? Well, that card might just be a sleeper for DGM-GTC-RTR draft where you can just draft a ton of white, black,blue enchantments and stall the game till the opponent draws himself out of cards. This card is an enabler of that deck. Till then, it is a powerhouse on its own that will win many games in triple GTC.
Obzedat, Ghost Council
4.5 – This is what people call Ghost Daddy. He comes into play, he drains your opponent, he attack for 5 and then leaves just to drain again the next turn. Left unchecked and unremoved he will be a huge game for the player having it. Its value depends more on the cards in the deck since on its own he might not be enough to win the game but with a few support cards he will just win and win, and then win some more.
Orzhov Charm
3.5 – For limited I think it is relevant only to talk about the middle ability that is a Vendetta on steroids that kills also black creatures. The lifeloss with most of the time be of no big importance since you will just drain your opponents with extort and gain the life back.
Purge the Profane
1.0 – This is just a Mind Rot variant which seems quite weaker since one mana more does not feel right for just 2 life. It is borderline playable in some Orzhov or Esper decks.
Treasury Thrull
3.5 – This rare does wonderful things in the late game where it can bring creatures back from your graveyard or a powerful enchantment removal that fell off a creature. It might be a 4/4 for 6 but with extort and upside Disentomb-like spell it is just another limited bomb waiting to make victims.
Vizkopa Confessor
2.0 – It extorts and in makes opponents discard but the fact that it is just a 1/3 for 5 mana might make him not worthy in most decks. It remains to be seen. We do not know yet which power is relevant for creatures in this format. In RTR, 3 power was the rule and every wall that could not stop that was deemed not good unless it had another upside (Axebane Guardian, Gatecreeper Vine).
Vizkopa Guildmage
2.0 – Mixing the abilities with a big creature on the table is just ugly for the one standing on the other side. Of course, that’s more of a dreamy situation but this guildmage might have its good parts. I do feel he is better in Constructed and actually It lacks something to be important in limited. We shall see.
Beckon Apparition
0.5 – sideboard application for some decks but it is quite weak in limited.
Gift of Orzhova
3.5 – A beast of an aura yet again, for the Orzhov. This on is like Mark of the Vampire but I feel it is much better since it costs only 3 mana and it gives flying which is much more relevant than another +1/+1. It can race so well it is not even funny and can change Orzhov’s strategy in a glimpse. We will try and attack each turn with its newly transformed creature in order to end the game quickly. It is truly a gift for the Orzhov since it can change its entire strategy. The hybrid cost actually is pretty relevant since it can fit in a number of other strategies (Dimir, Boros, Esper, WRB)
Immortal Servitude
1.5 – Its limited applications are quite narrow and therefore I think it is just a cute card, nothing more than that.
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END OF PART 1.
PART 2
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BLUE
Ætherize
3.5 – This is actually better than it looks at first glance. You might think it’s just another Sleep or Blustersquall but this card is definitely more than that. The fact that it can tempo out the opponent that’s trying to race with you is huge and it fits best in Simic where the removal is not that great but you can hit your opponent on the next turn with you fatties. It is just 4 mana and if your opponent is playing Boros or other creature heavy decks he will have to replay 2-3 dudes while you will develop the board quite nicely. Of course, as the format will evolve this will fall into a 2.0 – 2.5 category since having 4 mana up will be quite the sign.
Agoraphobia
4.0 – You see this card and think that it is just another variation of Sensory Deprivation, maybe with a bit more of a twist. But actually, this card has many applications in GTC limited. For instance it can help you get to the late game, it can help you evolve some already evolved guys and can act as removal for many times in the course of a game. This card is one of the best removal spells for Simic, if not the best since it gives you protection from all those unblockable or flying guys that otherwise you will hardly deal with. It is so versatile in this format that I will call it first pick material even if I might be wrong. It also enables combo-like situations with evolve guys.
Clinging Anemones
1.5 – I know we’ve had some good defenders so far but this one does not qualify for such a category. It is 4 mana, it comes in as a 1 / 4 and it tries to provide blocking for a deck like Simic which already has high toughness creatures. It might be mediocre in Dimir where you will want some protection but the fact that it comes so late into the game and it cost you to invest a full 4 mana for such an effect does not feel right.
Cloudfin Raptor
3.0 – I can get behind this evolver. He is, lets say, the Wingcrafter of this set who you will love to play turn one, especially in a Simic but it is also very good in Dimir and has many applications in the turns to come since you can always grow it and encode a spell with cipher onto it. The evasion really puts you in the driver’s seat once this one is out there in the first few turns of the game. Remember Delver? It was kind of hard to get that guy active in limited fast enough. With this one you just need to play creatures which limited is already plenty of. Up till I’ve only reviewed a good number of one drops in this format. Maybe Wizards have learned how to make one drops playable in limited.
Diluvian Primordial
3.0 – This rare has mostly one side in limited, that of a 5/5 flyers for 5UU but that is definitely not something weak. The fact that you might be able to cast something in your opponent’s graveyard from time to time is just a bonus. In a perfect situation you can cast it, play a removal spell from your opponent’s graveyard for free and win the game with this card. It is though, seven mana, which even in limited is a bit steep to get to but as a finisher, both Simic and Dimir decks will love this card since they already plan on going either midrange or the control route.
Enter the Infinite
0.0 – I know it is fun and all but just don’t play this card. The ramp is not good enough in limited and after you manage to cast you will most likely mill yourself the next turn if you cannot find that specific “You win the game on the spot” card.
Frilled Oculus
2.0 – He is niche, and he is a common but boy is he good in a Simic deck. I’d say he is as good or even better than Darkthicket Wolf was in Innistrad. As you can notice he is not a great evolver enabler but he is only 2 mana and can be a 3/5 on turn 3 that can start the pressure on your opponent. His big toughness is relevant because it can help your other evolvers grow. Because he is just good in Simic or Simic related decks he cannot pass the 2.0 test so easily but he will be played a lot in GTC limited.
Gridlock
2.0 – Gridlock is the Blustersquall of this set and not Aetherize. Gridlock will have a very powerful presence especially in Simic decks where evasion will not be the deck’s forte. In Dimir deck’s he will be only mediocre because of the so many evasion guys that Dimir provides already. Still, it is also good for earning a turn when the opponent is trying to alpha strike but I wouldn’t pick it first or second unless the pack is really bad.
Hands of Binding
3.0 – Hands of Binding is the best Cipher card period. It is costed efficiently and can be gamebreaking if ciphered on an unblockable dude. It is almost always keep you attacking while your opponents best creature will chill for a while. Being a sorcery is the reason this card is only 2 mana but making this card an instant would not be all that important since the effect is best played as a sorcery since it gets tapped for a longer period of time.
I will always play this in Dimir decks and even in Simic decks will help you a lot if you have an evasion guy that wants to get in as much as possible (ex. Cloudfin Raptor or Krasis Drake or Elusive Krasis)
Incursion Specialist
2.0 – This card is intended to be played especially in Dimir decks since this time around the secretive guild is all about evasion or mill but it is actually a good reliable card in simic decks also because card advantage won’t be a problem for simic decks and playing at least 2 spells a turn won’t be that hard since you will have creatures and spells with relatively low cost. A 3/3 unblockable will be very hard to deal with. I think that in a game, whether you are playing Dimir of Simic he will turn into an unblockable creatures at most 2-3 times. But I think that is relevant enough to play him. Still, not first pickable and definitely not a game changer.
Keymaster Rogue
3.0 – This guy really is an unblockable menace, ready to win many games for you. Even a 2/2 unblockable is a real clock for an opponent but you have a 3 power unblockable things change drastically. At the point you cast him, your opponent will start racing you since he knows that only a removal spell will save him and even if he has one he can’t risk letting you get to later turns where you can just play other evasion guys and defeat him. His downside is definitely tricky since it will most of the time be a disadvantage but there will be some games where this will be relevant. That is with creatures that have ETB (enter the battlefield) abilities. I will let you guys search for those – he is like Faerie Imposter where she would return a Detain guy a play it again on the same turn or on the next one.
Last Thoughts
1.5 – What does Blue want most of the time? Card advantage is the answer. Well, the tricky part is that you need to have at least one guy to pass through with this encoded onto him in order to get some value out of this card. A simple cantrip for 4 mana isn’t gonna cut it but be sure that when this is paired with some of the creatures in Dimir’s arsenal it will bury you in card advantage and help you win from there. These Cipher cards are really tricky to design since any mistake in the mana cost can make overpowered cards.
Leyline Phantom
2.0 – This one is just an Evolve enabler that keeps growing your early plays turn after turn. He can also play defense quite well since it will hold most of your opponents guy back for a turn or two. He has a role in the next limited season but I’m not sure he’s gonna make a lot of decks. Maybe only the needy ones.
Metropolis Sprite
2.0 - - You all remember Welkin Tern and how good that card was in Zendikar, right? It was only average in M13 and now it returns in another form, that of a faerie that wants to be able to block 1/1 and not die. It also gained the ability to block overall because the Tern had that as a downside. This one has a downside of always paying U when trying to be aggressive but I think that’s more than fine and can make this card good . You should take into account that she is an evasive creature for the Dimir deck that comes down early and can be encoded with crazy cipher spells. As the format will evolve she will be more la 2.5 – 3.0 I think since she will be an invaluable piece of Dimir decks.
Mindeye Drake
3.0 – This flyer is amazing both for Simic decks since it can evolve most of the creatures and in Dimir where if you go for the Mill plan we will help you a lot in getting there by holding down the offense and hitting the opponent for the last five cards. Rembember that you can kill/sacrifice him if needed so that the last cards in your opponent’s library will be put into his or her graveyard. Legit flyers that will be first picked from time to time.
Rapid Hybridization
2.0 – This is the bomb removal of the set. It doesn’t matter what your bomb does, he just gets you a vanilla instead. Be sure you are prepared to block the Frog Lizard cause it will be very angry because it lost its great form (creature that was destroyed) and became such a pathetic creature. Actually, if you play this in you deck, I think you should be playing Simic. For Dimir there are definitely better removal spells and also, dimir does not block well those 3/3’s. This card will also come in handy in 4-5 color decks when the time is right but right now he is just a bomb removal that gets rid of that Obzedat and gives the opponent a 3/3. In some cases, you can also target one of your removal targeted creature so that you can still put the pressure. I doubt that will happen too often.
Realmwright
1.0 – This guy is a one drop I would not like to play in Limited. The only place I see it mediocre or good is in DGM-GTC-RTR draft where he can help enable some 5 color decks. Still, do not play this card because it’s effect isn’t good enough to justify a 1/1 for 1.
Sage's Row Denizen
1.5 – Seems like all the Denizen’s have something to do with entering the battlefield of other creatures of the same color. The white one tapped a creature, therefore was good in aggressive decks. This one mills the opponent for 2 each time, therefore making it good in a grindy deck. He is not good enough even in the mill deck, I think, since you will need at least 6-7 blue creatures besides him in order to make him work which I doubt it will be at all times possible especially with to many spells to cast in a Dimir deck. But if, and only if, you manage to draft multiple blue denizens, you should try and build around them. Having 2-3 on the battlefield at the same time and playing 1-2 creatures afterwards will get you the advantage much needed in a long game. There are many ways to mill your opponent in GTC, this one feels subpar when compared to the others.
Sapphire Drake
4.0 – This card is the real deal. I know it is good only in simic but it is very good in that deck. You will have a bunch of do nothing evolvers that will lie on the table and wait for something to happen but when this guy will hit down, all of your 6/2 , 1/3, 2/3 evolvers will go unleashed. He is, in itself a great card being a 4/4 for just 5U being also easy to splash. It is perfect for Simic decks but he will also be played in Dimir decks.
Scatter Arc
0.5 – the cost and the effect is not good for limited. Most of the time you will have to wait with it in your hand for your opponent to cast any spell. He is just a sideboard card and might be slightly better once Dragon’s Maze hits.
Simic Fluxmage
2.5 – This evolver actually helps the Drake I talked about earlier to be even better. He can give +1/+1 counters to any creature which is relevant. It works mostly in Simic but he will also be good in making your 3/2 unblockable a 4/3 unblockable or this sort of shenanigans.
Simic Manipulator
3.0 – Play it. It is a 0/1 that can steal at least 1-2 creatures during a game. He is better when you can protect yourself with other creatures since he will have some other work to do. Be careful that he requires you to play a relevant number of creatures in order to make it work. I would suggest going Simic only, if you draft this guy. He needs beef around him to feel safe.
Skygames
1.5 – This land enchant isn’t that great. He is cheap, he will be played from time to time in Dimir decks when encoding something good is a must and there are no evasive creatures on the table but it will still be a card in your deck that won’t help build up a table. I’m sure that people will learn how to play with this card in this format and it might jump to 2.0 but for the moment, when the format is young, this card won’t feel at home in any deck. (I know that making your 6/2 evolver a flyers is great but that’s just a situation where everything goes according to plan)
Spell Rupture
1.5 – A better counterspell couldn’t have been printed in the set…for constructed. This card might be good in Bant control but since we’re talking about Limited I must say I am quite disappointed by this card since it will be good but only in very specific cases, when you already have a creature on the table (and actually a big creature). It is almost never good in Dimir since all your guys are 1 or 2 power and in Simic it should be good but it might not make the deck most of the time. I just see outclassed by other cards and when talking about counterspells, there is a Dimir counterspell that should be good in limited.
Stolen Identity
3.5 – This is a very powerful cipher card (explained by its rarity also) because it can make you unblockable dudes each and every turn or why not just attack with an unblockable or flyer and get more big blockers on the battlefield. Even without ciphering this card can be quite good on its own since it will almost always copy the best creature out there. I must remind you that it can also copy creatures on the opposing side of the battlefield so that if an opponent got his bomb you can also play with it.
Totally Lost
2.0 – This card is tempo oriented and since it is a common it will come more frequently in limited than Vanishment came a few sets ago and it can be quite relevant using Dimir’s Mill cards since you will be able, to get rid of that annoying Nonland Permanent your opponent is playing for good. I rated it a 2.0 because it will not be very useful in all situations (such as a battalion of 4 attacking you for lethal) but it will create tempo swings from time to time and that’s part of why Magic is fun.
Voidwalk
1.5 – Such an effect could be good if the set has many enter the battlefield creatures but as is there aren’t so many and therefore it might just be useful to reset some evolved guys, to get rid of some tokens and to free a creature you control from an opposing enchantment. It won’t be played that frequently but in certain decks can really come in handy if it can be supported by the rest of the cards. As any other cipher card (except 1-2) it is a bit overcosted as an effect but can be powerful enough to be played.
Way of the Thief
1.5 – This card reminds me of Tricks of the Trade from M13 which had a role in that limited format. In this one it has a much bigger role since it can be used by the Dimir to fully take advantage of the Cipher ability. The “control a gate” clause will mostly affect the decisions of players to pick this card early since they will not know for sure if their deck will get any gates or if they will need any. Surely, this card justifies playing at least one guildgate but without 2-3 pieces a deck won’t be able to fully take advantage of this enchantment.
SIMIC
Finally I get to talk about Simic which is not only my favourite Gatecrash guild but also has the most fun mechanic of the set and can enable Johnny types of play for those interested in that. Another great aspect about Simic is their creature types which vary a lot, like a LOT LOT, and make Magic much greater than it already is. I can say it, when I saw a fish mutant creature type I thought that they wouldn’t go further but they made so many other weird combinations like Fish Crab, Frog Lizard and more. Using Master Biomancer, a turle card and a card that has every creature you have in play a ninja, you can actually have a Mutant Ninja Turtle on the battlefield and that my friends, is awesome.
Regarding the Simic gameplay it seems like it tends to want to overextend which is bad in constructed but in limited in does not matter all that much. It rewards players for knowing when to play certain creatures and how to use the Evolve mechanic to its maximum potential. The strategy is more midrange-oriented and more often than not it will go for the long game. It is not aggressive enough to win any game on the first 4-5 turns but can start winning as soon as turn 6.(in normal game that is where mana screw is no ones problem)
In order to have a good Simic deck one needs to assemble:
A) As many evolve creatures as possible
B) Tempo oriented cards (Gridlock, Aetherize, Hands of Bind)
C) Card drawing engines (cipher cards, cantrips, card drawers)
D) Tricks (not only combat tricks but also metamorphing spells, counter movers etc)
Biovisionary
1.0 – In limited it will just be a 2/3 for 3 multicolor mana. It is just not worth playing it since there are better creatures at the same mana cost or even cheaper. If, however you do get the rare spell that puts a token of a creature on the battlefield you can try and have fun with such a deck but you will have to side out these pieces against Boros or other aggressive strategies.
Drakewing Krasis
3.0 – Flying and Trample on the same creature? Why 2 forms of evasion? The trample seems rather useless but hey, it can come in handy when the opponent has a 2/1 flyer and 2 life left. It also comes in handy when trying to put together a RUG deck and you can pump with +5/+4 your 3/1 Flying Trampler. Well, this creature, at the exact same mana cost as Biovisionary, does much more than him. It’s a 3 power flyer for 3 mana. Pick them while they are hot.
Elusive Krasis
4.0 – I am really excited to write about this card. I am little biased when grading it since it is definitely my favourite card of the set by far and I feel it is also very powerful, limited-wise. It lands down as a 0/4 wall that does not have defender and with each and every turn that passes it becomes such a big threat that it will be able to win the game on its own. It abuses both cipher, evolve and bloodrush and I feel it will enact the BUG or RUG deck of the format where it will be a powerhouse. I will almost always first pick this card, even over some good rares. It does not settle you directly into Simic since it is such a great beater and defender. I just love it.
Fathom Mage
3.0 – The Fathom Mage is surprinsingly powerful in limited. I think we will have to wait and play with it. If this card survives at least 1 turn, it gains you back the card you lost and if the opponent does not use a card of his own to remove it, it will continue to grow and draw you cards. It is a card advantage engine that is much needed for the Simic Deck. If you find ways to put more counters on it in one turn it can be as powerful as Zegana.
Hydroform
2.5 – Hydroform is such a card that is hard to rate. I’m sure it will be a key part of the RUG deck that revolves around Bloodrush and Simic cards along with Simic Charm, Elusive Krasis, Drakewing Krasis and others. With Hydroform and a Giant growth effect you can just get 6/6 flying damage to your opponents face out of nowhere. It is definitely not a bad card. Most of the time it will be Skullcrack like effect (3 to the face) but at times it will kill a 2/2 flyers, a 2/3 crab or trade with a 4/3, 5/3 etc. I find it better in RUG because Gruul does know how to deal with extra lands they’ve got (see Guildmage, Borborygmos)
Master Biomancer
4.5 – Now why would anyone not play this if they are already in Green and Blue. Its effect is so powerful that with even the tiniest of creatures you can take the game just like that. Play this dude everytime you get a chance. He is a limited master.
Mystic Genesis
2.0 – I know that counterspells aren’t that great in limited but this one has real potential, especially against controlling decks. If you have one of these against a powerful bomb your opponent is trying to play, it will just win you the game. If the opponents has a swarm of creatures, be careful to cast it on a powerful spell play that he/she might play. Of course if he continues on playing creatures you should just counter a creature card in order to not get that far behind.
Nimbus Swimmer
3.0– This creature is actually something like “create your own flyers” and is very powerful in decks that can afford playing the colors. I think it is first pickable and can take over the game quickly. It is a much powerful Sliming Ooze but it lacks the power of populate behind the Ooze which might actually give it a bit more edge over this card. Still, a 3.0 well deserved for this one since with enough mana invest it will just give you the game.
Prime Speaker Zegana
4.0 – Zegana is something to really be afraid of. She is strong, and I think that it will almost always reset your hand by drawing 4-5 cards when entering the battlefield. With so many great evolvers, by the time she comes into play, you should already have at least a 4/3, 3 / 4 creature on the battlefield. The fact that she’s extra beef is a bonus. On her own might not be that good but with the card advantage she guarantees I can’t give her less than 4.0. The mana cost is the most restrictive part of every guild leader and thus cannot be awarded more than this grade.
Shambleshark
2.5 – everyone was talking at some point about this card and how it can affect a board state. The thing is, he will be able to turn some 1/3’s into 2/4’s on the spot and that is relevant for limited since trading creatures is a huge part of it. This tiny little fellow will surprise a lot of players when he’ll hit play and after a few turns he will also start beating as a 4/3 or greater. Do not forget that he can be a surprise 3 power attacker on turn 3 if you play it at end of turn 2 and immediately follow it up with another creatures.
Simic Charm
2.5 – Maybe this charm is not constructed worthy as many point out but its flexibility will certainly prove itself in limited. All three abilities are relevant here and can be a great tool for different moments of the game. Does your opponent try to remove one of your creatures? Give it hexproof. Does your opponent also has a pesky flyers out there and won’t let you get it for the last hit? Bounce it back to hand. Do you still need 3 more power to win the game? Give it +3/+3. Even if your opponent thinks of trading creatures you can prove him wrong by using your Giant Growth on your creature.
Unexpected Results
0.5 – I will almost never play this in limited. It sounds great and all but consider it just a ramp spell most of the time after the 4th turn and basically a chance you can take by playing the library lottery. It is too much risk in making it work that it is just a cute and fun card but that’s all. You can play with it in the Prerelease, maybe it will get you that one 7-8 drop as early as turn 4 but by simply making the math, the chances of you hitting that are quite slim and playing turn after turn the lottery till you hit a non land card can be something not powerful enough. Also, think of this and an X spell, like the “build your own flyer” we talked about earlier.
Urban Evolution
3.0 – Card advantage? 3 card for 5 mana and the possibility of getting to seven mana a turn earlier? Thank you very much. I will first pick this one if nothing else seems overpowered. It is first pickable since its card advantage in a deck that desperately needs the card advantage to be able to be on par with the other guilds. The fact that it lets you play an extra land is just a bonus that can come in handy from time to time. This card is good not only in Simic but also in BUG and RUG where it can help you ramp to bigger threats.
Zameck Guildmage
4.0 – This Guildmage is very good in limited. He is one of the best mana sinks there is. It fulfils 2 very important roles in the simic deck. One is drawing cards, the other one is beefing up your creatures. If he is ever passed to you than Simic might just be open even if it’s pack 4 and you did not see any relevant Simic cards. He is an enabler and fulfils as I said, two of the 4 points of making Simic work. All you need is some mana to sink, not even that much since you will already have some evolved creatures when you will try to use it. A good place to start with him is to use him to evolve your 2 or 3 drop on turn 4 and also draw a card on the same turn.
Biomass Mutation
5.0 – I might be mistaking but I can’t rate this card any lower than 5. It fits in almost all decks in the format and has the most bomby effect of the all by turning all of your creatures, at INSTANT SPEED, into big monsters if you get to 6-7+ mana. Another fun part about it is that +1/+1 counters will stay on it even after your creatures metamorph. This spell is a metamorphing spell that gives a huge boost in power to Simic.
Bioshift
1,0 – Bioshift has the potential to do some crazy shenanigans but without playing evolve guys it will just be a blank card. You can do powerful things with it but it requires a lot of building around and I’m not sure it is worth it. Probably some of the best cases scenario involves drawing more cards with Fathom mage, Growing Elusive Krasis or some other unblockable, flying creatures. These should come as late picks and the Simic player can grab one as it’s 23rd card. It ain’t that awesome though without proper arrangements which need to be learned as the format evolves.
Merfolk of the Depths
1.5 – Kind of a bad card, useful only in Simic where It can blow out your opponent by Evolving at the same time more than 1-2 creatures. That 4 power on it has the potential to do so. Otherwise it is really not that impressive. The flash should not have made it a 6 drop. At 5 mana it would have been much better.
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